The first campaign set in the Amity universe. Tech level 5 setting, with magic. Played while the AARG rules were in beta.
This week the Headlanders arrive at the library, only to find that Bucco's men beat them to it. But they don't have the key, the Headlanders do.
This week's episode works hard to earn that NSFW tag! And make sure to check the episode notes for a picture of the "key"!
Last episode, the Headlanders returned to the home they've never seen, Fort Headland, only to find that Ambros Bucco's mage boats had beaten them there.
The Headlanders are back in allied territory and big changes are afoot.
Press Bop-It to start! This episode (Bop it!) the Headlanders (Twist it!) get bored (Pull it!) and (Shout it!) make things (Twist it!) happen (Pull it!) at Desolation (Twist it! Bop it!).
We're the Headlanders! (disappointed noise)
This week on a very special Amity Campaign episode - the Headlanders' learn a lesson about love, life, and demonic posession.
This week - the Headlanders make an explosive discovery! Their plan goes off with a bang! This episode is the bomb! Because they blow stuff up! With crates of gun powder! And explosions!
This episode - the Headlanders think about getting into real estate. And then, to quote Charlie Callas in History of the World: Part 1, they're going on a loooooooooooong journey.
This week we take a break and get some player feedback for the campaign so far.
The Headlanders get down to brass tacks and make a play on Eastman. In typical Headlander fashion, however, things quickly go pear-shaped.
The Headlanders get quest fatique and start wishing for a magical quest tracker.
This episode - things get all timey wimey as the campaign alternately jumps forward in time several weeks and then back a few days.
The showdown with Angus McCourt begins ... just as soon as the Headlanders can get on that damned boat.
After a few minutes trying to refresh our memories on exactly what had happened in the previous game session, the Headlanders drop back in on the Professor to top off on everything they couldn't remember and didn't write down. Then ... more info dumping!
The Headlanders' lightning-bolt-first-ask-questions-later style begins to taint public perception of them. It was only a matter of time before someone took advantage of that.
The Headlanders, now trapped between a very rich and well connected rock and a well armed military hard place, return to Liegeport to plan out their next move.
We pick up where last episode ended, with the Headlanders set adrift in that most dangerous of locales - genteel society.
The Headlanders wander into more monied circles and learn that, even here in Amity, pedigree matters to those with pedigree.
The Headlanders get stranded in a small town when a landslide prevents them and their equine charges from going forward. But it's ok, nothing bad ever happens to people who get stranded in small towns.
The Headlanders have made the finals and they've gone down to the dungeon that they pilfered their way through before. Will they be victorious over Krotus' Team? Will they remember any of the traps they saw before? Will Madacam Rat help them win or betray them again?
The party compete in the Dungeon Days events. How do they do? Well, they are the stars.
The party makes its way out of the mushroom cave and stumbles upon something completely baffling which leads to them officially becoming The Headlanders.
New microphones! No more table noise! More dynamic ranges! You can hear Tim!
Adam returns, the Headlanders are a threesome again, and the intrigue continues, then tragedy strikes !!
Tim returns to the group and, after a quick recap, they head off without Adam, who was late to the game.
Tim bails on us and the Headlanders become a duo for the week.
Mercy sakes alive, good buddy, it looks like we got us a fantasy campaign.
And we're off! In this episode, the Headlanders arrive in Elmyra Gulch and immediately get screwed over by life on Amity.
This is the first episode of the Amity campaign, introducing the characters and featuring some basic rules chatter. We got better.